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Revision 295

managed to separate. working on needless stuff

View differences:

proj/src/proj.c
98 98
        sp_crosshair = sprite_ctor(bsp_crosshair); if(sp_crosshair == NULL) printf("Failed to get crosshair sprite\n");
99 99
    }
100 100

  
101
    ent_set_scale(DEFAULT_SCALE);
102

  
103
    text_timer_t *in_game_timer = timer_ctor(consolas);
104

  
105 101
    #ifndef DIOGO
106 102
        menu_t *main_menu = menu_ctor(consolas);
107 103
    #endif
108 104

  
109
    list_t *shooter_list = list_ctor();
110

  
111
    gunner_t *shooter1 = gunner_ctor(bsp_shooter, bsp_pistol); if(shooter1 == NULL) printf("Failed to get shooter1\n");
112
    gunner_set_spawn(shooter1, 75, 75);
113
    gunner_set_pos(shooter1, 75, 75);
114

  
115
    gunner_t *shooter2 = gunner_ctor(bsp_shooter, bsp_nothing);
116
    gunner_set_spawn(shooter2, 975, 75);
117
    gunner_set_pos(shooter2, 775, 75);
118

  
119
    list_insert(shooter_list, list_end(shooter_list), shooter1);
120
    list_insert(shooter_list, list_end(shooter_list), shooter2);
121

  
122
    list_t *bullet_list  = list_ctor();
123

  
124
    ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
125
                   gunner_get_y(shooter1)-ent_get_YLength()/2.0);
126

  
127 105
    #ifndef DIOGO
128 106
        //uint32_t refresh_count_value = sys_hz() / REFRESH_RATE;
129 107
        uint8_t last_lb = 0;
......
133 111
    /// loop stuff
134 112
    int ipc_status;
135 113
    message msg;
136
    int game_state = MENU;
137 114

  
138 115
    #ifdef DIOGO
139 116
        char buffer[1024]; // buffer
......
147 124
        char *s = NULL;
148 125
    #endif
149 126

  
150
    while (game_state != EXIT) {
127
    int good = true;
128

  
129
    while (good) {
151 130
        /* Get a request message. */
152 131
        if ((r = driver_receive(ANY, &msg, &ipc_status)) != 0) {
153 132
            printf("driver_receive failed with %d", r);
......
162 141
                            switch (i) {
163 142
                            #ifndef DIOGO
164 143
                            case TIMER0_IRQ:
165
                                switch (game_state) {
166
                                case MENU:
167
                                    graph_clear_screen();
168
                                    switch(menu_update_state(main_menu, click)){
169
                                        case -1: game_state = MENU; break;
170
                                        case  0: game_state = GAME; game(); break;
171
                                        case  1: game_state = TEST; break;
172
                                        case  2: game_state = EXIT; break;
173
                                    }
174
                                    menu_draw(main_menu);
175 144

  
176
                                    click = 0;
145
                                graph_clear_screen();
146
                                switch(menu_update_state(main_menu, click)){
147
                                    case -1: break;
148
                                    case  0: game(); break;
149
                                    case  1: good = false; break;
150
                                    case  2: good = false; break;
151
                                }
152
                                menu_draw(main_menu);
177 153

  
178
                                    sprite_set_pos(sp_crosshair, *get_mouse_X(), *get_mouse_Y());
179
                                    sprite_draw(sp_crosshair);
180
                                    graph_draw();
181
                                    break;
182
                                case GAME:
183
                                    if (no_interrupts % 60 == 0) timer_update(in_game_timer);
184
                                    update_movement(map1, shooter1, keys, shooter_list);
154
                                click = 0;
185 155

  
186
                                    update_game_state(map1, shooter_list, bullet_list);
156
                                sprite_set_pos(sp_crosshair, *get_mouse_X(), *get_mouse_Y());
157
                                sprite_draw(sp_crosshair);
158
                                graph_draw();
187 159

  
188
                                    //update_scale();
189
                                    double angle = get_mouse_angle(shooter1);
190
                                    gunner_set_angle(shooter1, angle - M_PI_2);
191

  
192
                                    ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
193
                                                   gunner_get_y(shooter1)-ent_get_YLength()/2.0);
194

  
195
                                    graph_clear_screen();
196
                                    map_draw   (map1);
197
                                    gunner_draw_list(shooter_list);
198
                                    bullet_draw_list(bullet_list);
199

  
200
                                    text_draw(in_game_timer->text);
201

  
202
                                    sprite_set_pos(sp_crosshair, *get_mouse_X(), *get_mouse_Y());
203
                                    sprite_draw(sp_crosshair);
204
                                    graph_draw();
205
                                    break;
206
                                }
207 160
                                break;
208 161
                            #endif
209 162
                            case KBC_IRQ:
210
                                switch (game_state) {
211
                                case MENU:
212
                                    if ((scancode[0]) == ESC_BREAK_CODE) game_state = EXIT;
213
                                    #ifdef DIOGO
214
                                    else if ((scancode[0]) == ENTER_MAKE_CODE) {
215
                                        buffer[buffer_pos] = '\0';
216
                                        printf("\nSending string -%s-", buffer);
217
                                        printf(" (output: %d)\n",
218
                                            hltp_send_string(buffer));
219
                                        buffer_pos = 0;
220
                                    }
221
                                    else {
222
                                        char c = map_makecode(scancode[0]);
223
                                        if (c == ERROR_CODE) break;
224
                                        buffer[buffer_pos++] = c;
225
                                        printf("%c", c);
226
                                    }
227
                                    #endif
228
                                    break;
229
                                case GAME:
230
                                    if ((scancode[0]) == ESC_BREAK_CODE) {
231
                                        game_state = MENU;
232
                                        // reset game
233
                                        while(list_size(bullet_list) > 0){
234
                                            bullet_t *p = (bullet_t*)list_erase(bullet_list, list_begin(bullet_list));
235
                                            bullet_dtor(p);
236
                                        }
237
                                        list_node_t *it = list_begin(shooter_list);
238
                                        while (it != list_end(shooter_list)) {
239
                                            gunner_t *p = *(gunner_t**)list_node_val(it);
240
                                            get_random_spawn(map1, p);
241
                                            gunner_set_curr_health(p, gunner_get_health(p));
242
                                            it = list_node_next(it);
243
                                        }
244
                                        timer_reset(in_game_timer);
245
                                    }
246
                                    break;
163
                                if ((scancode[0]) == ESC_BREAK_CODE) good = false;
164
                                #ifdef DIOGO
165
                                else if ((scancode[0]) == ENTER_MAKE_CODE) {
166
                                    buffer[buffer_pos] = '\0';
167
                                    printf("\nSending string -%s-", buffer);
168
                                    printf(" (output: %d)\n",
169
                                        hltp_send_string(buffer));
170
                                    buffer_pos = 0;
247 171
                                }
248
                                break;
172
                                else {
173
                                    char c = map_makecode(scancode[0]);
174
                                    if (c == ERROR_CODE) break;
175
                                    buffer[buffer_pos++] = c;
176
                                    printf("%c", c);
177
                                }
178
                                #endif
249 179
                            #ifndef DIOGO
250 180
                            case MOUSE_IRQ:
251 181
                                if (counter_mouse_ih >= 3) {
252 182
                                    mouse_parse_packet(packet_mouse_ih, &pp);
253 183
                                    update_mouse(&pp);
254
                                    switch (game_state) {
255
                                    case MENU:
256
                                        if (!click) click = last_lb ^ keys->lb_pressed && keys->lb_pressed;
257
                                        break;
258
                                    case GAME:
259
                                        if (last_lb ^ keys->lb_pressed && keys->lb_pressed)
260
                                            shoot_bullet(shooter1, bullet_list, bsp_bullet);
261
                                        break;
262
                                    }
184
                                    if (!click) click = last_lb ^ keys->lb_pressed && keys->lb_pressed;
263 185
                                    last_lb = keys->lb_pressed;
264 186
                                    counter_mouse_ih = 0;
265

  
266 187
                                }
267 188
                                break;
268 189
                            #endif
......
284 205
        }
285 206
    }
286 207

  
287
    #ifdef DIOGO
288
        free(s);
289
    #endif
290

  
291
    while(list_size(shooter_list) > 0){
292
        gunner_t *p = list_erase(shooter_list, list_begin(shooter_list));
293
        gunner_dtor(p);
294
    }
295

  
296
    while(list_size(bullet_list) > 0){
297
        bullet_t *p = (bullet_t*)list_erase(bullet_list, list_begin(bullet_list));
298
        bullet_dtor(p);
299
    }
300
    if(list_dtor(shooter_list)) printf("COULD NOT DESTRUCT SHOOTER LIST\n");
301
    if(list_dtor(bullet_list)) printf("COULD NOT DESTRUCT BULLET LIST\n");
302

  
303
    timer_dtor(in_game_timer); in_game_timer = NULL;
304

  
305 208
    basic_sprite_dtor      (bsp_crosshair); bsp_crosshair = NULL;
306 209
    basic_sprite_dtor      (bsp_shooter  ); bsp_shooter   = NULL;
307 210
    sprite_dtor            (sp_crosshair ); sp_crosshair  = NULL;
......
327 230
}
328 231

  
329 232
static int (game)(void){
233

  
234
    int r;
235

  
236
    ent_set_scale(DEFAULT_SCALE);
237
    text_timer_t *in_game_timer = timer_ctor(consolas);
238

  
239
    list_t *shooter_list = list_ctor();
240

  
241
    gunner_t *shooter1 = gunner_ctor(bsp_shooter, bsp_pistol); if(shooter1 == NULL) printf("Failed to get shooter1\n");
242
    gunner_set_spawn(shooter1, 75, 75);
243
    gunner_set_pos(shooter1, 75, 75);
244

  
245
    gunner_t *shooter2 = gunner_ctor(bsp_shooter, bsp_nothing);
246
    gunner_set_spawn(shooter2, 975, 75);
247
    gunner_set_pos(shooter2, 775, 75);
248

  
249
    list_insert(shooter_list, list_end(shooter_list), shooter1);
250
    list_insert(shooter_list, list_end(shooter_list), shooter2);
251

  
252
    list_t *bullet_list  = list_ctor();
253

  
254
    ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
255
                   gunner_get_y(shooter1)-ent_get_YLength()/2.0);
256

  
257
   //uint32_t refresh_count_value = sys_hz() / REFRESH_RATE;
258
   uint8_t last_lb = 0;
259
   struct packet pp;
260
   keys_t *keys = get_key_presses();
261

  
262
    /// loop stuff
263
    int ipc_status;
264
    message msg;
265
    int game_state = GAME;
266

  
267
    while (game_state == GAME) {
268
       /* Get a request message. */
269
       if ((r = driver_receive(ANY, &msg, &ipc_status)) != 0) {
270
           printf("driver_receive failed with %d", r);
271
           continue;
272
       }
273
       if (is_ipc_notify(ipc_status)) { /* received notification */
274
           switch (_ENDPOINT_P(msg.m_source)) {
275
               case HARDWARE: /* hardware interrupt notification */
276
                   for (uint32_t i = 0, n = 1; i < 32; i++, n <<= 1) {
277
                       if (msg.m_notify.interrupts & n) {
278
                           interrupt_handler(i);
279
                           switch (i) {
280
                           case TIMER0_IRQ:
281

  
282
                               if (no_interrupts % 60 == 0) timer_update(in_game_timer);
283
                               update_movement(map1, shooter1, keys, shooter_list);
284

  
285
                               update_game_state(map1, shooter_list, bullet_list);
286

  
287
                               //update_scale();
288
                               double angle = get_mouse_angle(shooter1);
289
                               gunner_set_angle(shooter1, angle - M_PI_2);
290

  
291
                               ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
292
                                              gunner_get_y(shooter1)-ent_get_YLength()/2.0);
293

  
294
                               graph_clear_screen();
295
                               map_draw   (map1);
296
                               gunner_draw_list(shooter_list);
297
                               bullet_draw_list(bullet_list);
298

  
299
                               text_draw(in_game_timer->text);
300

  
301
                               sprite_set_pos(sp_crosshair, *get_mouse_X(), *get_mouse_Y());
302
                               sprite_draw(sp_crosshair);
303
                               graph_draw();
304

  
305
                               break;
306
                           case KBC_IRQ:
307
                               if ((scancode[0]) == ESC_BREAK_CODE) {
308
                                   game_state = MENU;
309
                                   // reset game
310
                                   while(list_size(bullet_list) > 0){
311
                                       bullet_t *p = (bullet_t*)list_erase(bullet_list, list_begin(bullet_list));
312
                                       bullet_dtor(p);
313
                                   }
314
                                   list_node_t *it = list_begin(shooter_list);
315
                                   while (it != list_end(shooter_list)) {
316
                                       gunner_t *p = *(gunner_t**)list_node_val(it);
317
                                       get_random_spawn(map1, p);
318
                                       gunner_set_curr_health(p, gunner_get_health(p));
319
                                       it = list_node_next(it);
320
                                   }
321
                                   timer_reset(in_game_timer);
322
                               }
323
                               break;
324
                           case MOUSE_IRQ:
325
                               if (counter_mouse_ih >= 3) {
326
                                   mouse_parse_packet(packet_mouse_ih, &pp);
327
                                   update_mouse(&pp);
328
                                   if (last_lb ^ keys->lb_pressed && keys->lb_pressed)
329
                                       shoot_bullet(shooter1, bullet_list, bsp_bullet);
330
                                   last_lb = keys->lb_pressed;
331
                                   counter_mouse_ih = 0;
332

  
333
                               }
334
                               break;
335
                           }
336
                       }
337
                   }
338
                   break;
339
               default:
340
                   break; /* no other notifications expected: do nothing */
341
           }
342
       } else { /* received standart message, not a notification */
343
           /* no standart message expected: do nothing */
344
       }
345
    }
346

  
347
    #ifdef DIOGO
348
        free(s);
349
    #endif
350

  
351
    while(list_size(shooter_list) > 0){
352
        gunner_t *p = list_erase(shooter_list, list_begin(shooter_list));
353
        gunner_dtor(p);
354
    }
355

  
356
    while(list_size(bullet_list) > 0){
357
        bullet_t *p = (bullet_t*)list_erase(bullet_list, list_begin(bullet_list));
358
        bullet_dtor(p);
359
    }
360
    if(list_dtor(shooter_list)) printf("COULD NOT DESTRUCT SHOOTER LIST\n");
361
    if(list_dtor(bullet_list)) printf("COULD NOT DESTRUCT BULLET LIST\n");
362

  
363
    timer_dtor(in_game_timer); in_game_timer = NULL;
364

  
330 365
    return SUCCESS;
331 366
}

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